Electric Terrain (move)

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Move data

Type Electric
Category Status Status
Power -
Accuracy -
PP 10  (max. 16)
Introduced Generation 6

Effects

Electric Terrain creates a low-lying electric field for 5 turns, that prevents grounded Pokémon from falling asleep. The power of Electric-type moves also increases by 50% while in effect.

Grounded Pokémon are simply those that are not raised. Raised Pokémon are any Flying types or those under the effects of Levitate, Magnet Rise or Telekinesis. Full details in glossary.

Electric Terrain is a new terrain condition and can coexist at the same time as weather conditions (but not other terrain conditions).

The move Nature Power turns into Thunderbolt under Electric Terrain.

Move target

Foe
Foe
Foe
User
Ally
Ally

Targets a single adjacent Pokemon.

Game descriptions

X/Y The user electrifies the ground under everyone’s feet for five turns. Pokémon on the ground no longer fall asleep.

Learnt by level up

These Pokémon learn Electric Terrain at the level specified. The numbers given are for Pokémon X & Y and may vary in other games; check the respective Pokédex pages for details.

Magneton
#082 / Electric · Steel
Level 11
Manectric
#310 / Electric
Level 1
Manectric
#310 / Electric
Level 70
Luxray
#405 / Electric
Level 1
Luxray
#405 / Electric
Level 67
Magnezone
#462 / Electric · Steel
Level 11
Electivire
#466 / Electric
Level 1
Electivire
#466 / Electric
Level 65

Learnt by breeding

These Pokémon can learn Electric Terrain as an egg move. Their breeding groups are also shown for reference.

Mareep
#179 / Electric
Field, Monster
Flaaffy
#180 / Electric
Field, Monster
Ampharos
#181 / Electric
Field, Monster
Helioptile
#694 / Electric · Normal
Dragon, Monster
Heliolisk
#695 / Electric · Normal
Dragon, Monster